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> Pintar - NEW (Please Give Feedback)
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SonicProject
Posted: Jan 16 2005, 01:20 AM
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Finkrats that I spit on know not of the cool I have.
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You know what? Here.

HAVE YOUR ENGINE TEST. I mean, I wanted to polish it up some before I released another one. But oh well.

But note that I will NOT make it any faster than this. I refuse. I'll accept feedback on anything else but if this is not fast enough for you, then you are simply being too picky.


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Draco Icebane
Posted: Jan 16 2005, 01:22 AM
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QUOTE (GBASP @ Jan 15 2005, 10:20 PM)
But note that I will NOT make it any faster than this. I refuse. I'll accept feedback on anything else but if this is not fast enough for you, then you are simply being too picky.

By faster, I don't mean walking speed. I'll comment further when I try this engine. :X

EDIT: This is much better and roughly what I was suggesting. The movement suddenly jerks downward and is the only remaining problem.

This post has been edited by Draco Icebane on Jan 16 2005, 01:23 AM
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Anther
Posted: Feb 4 2005, 05:17 PM
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Omg where's my tail?!
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I really really hate to bump topics like this, so I'm apologizing in this first line right here =P.

I wishes, to give, my feedbacks biggrin.gif

First.. I'll talk about.. The mushroom =x!
The way it works is cool and all.. but the actual way you've gone about doesn't feel too natural.. (Although it's probably way different now, 15 days later x.X)

Firstly.. no matter how high you are when you land on it, you're inital jump height on the first bounce is always the same.. that's just a little weird =X

I also think it's weird that he gets much extra height anyway.. since he always falls at a constant speed..

And it might look a bit more natural if the mushroom was actually some sort of star propeller than a bouncing shroom.. since he also rises with a constant velocity.. so it doesn't look like he's bouncing by the time he's reached a pretty high distance... just because he counters the jump by falling slowly.

It'd probably just work better if you found out how far he's fallen, then using that to determine how far up he goes.. because if you're at maximum jump height on the shroom, then jump on the enemy, then back onto the shroom again, you get maximum shroomage right away =x.

I like the engine a lot, it's very original, but I'm just pointing out things that currently don't feel natural with what's presented ^___^;;

I'd like the jumping a little more if he started off either faster or slower over the course of the jump.. but that's just a preference thing..
Also.. I think that while he's falling, you have too little and too much control over him at the same time :0...

Maybe when he's falling, and you push a certain direction, he could fall a little slower or something.. or not.. dunno ;;.. just a random.. quirk, you could try it out and see if it feels too funny or messes up your plans with the game.

Another also!, I feel that the jumping should have some sort of minimum height.. it just feels a little inconvient and... I dunno, it feels hard to jump when you have to hold it right off the bat for a jump.. although it's probably just something you could get used to, it just seems more suited for a secondary jump or mayhaps something like that :x

He does look a lot more powerful with the little starletts falling from his bosom =X
I think I like this engine better than the old one though =D


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Anther
Posted: Feb 4 2005, 05:17 PM
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Omg where's my tail?!
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Omg I typed a lot o___o


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